Author Topic: Prerelease 3.186 (Cmd Stations+, Transport Nerf, Colored Planet Links, Fixes)  (Read 5350 times)

Offline x4000

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The latest beta is available via the Updates window in version 3.060 or greater of the game.  Just open the game and you can quickly download the prerelease through the updates tab.  If you don't yet have 3.060 or greater, you can download 3.060 here.  This prerelease version is compatible with any vendor's version of the game -- Steam, Impulse, whatever.

Note:  If you have bug reports related to this release, please log them in the bug reports subforum with one bug per topic.  It makes things infinitely easier for us.  Thanks!

Looking for a Patch That Can Be Manually-Installed?
Because of the time involved in creating multiple versions of each patch, we only create manually-installable patches for official versions of the game, not each beta prerelease.  But you can easily create your own manually-installable beta patch!  Please note that current betas can only be successfully applied to version 3.060 of the game or later (if you later wish to revert to the official version for any reason, you can download the full raw files from the above link to do so).

To create your own manual beta patch, simply download these two files:
1. Current Beta Director Xml File.
2. Current Beta Zip File.

If you try to open that zip file, it will say it's corrupt -- that's okay, it's not really a zip file.  Finally, create a new zip file on your computer, and put both the director and the fake-zip-file inside it.  Call your outer zip file something that starts with Beta and ends with an extension of .zip.  Beta.zip will work just fine, or you can name it after the specific version number if you want to hang onto it.  And that's it!  Now you have your very own manually-installable package of the AI War beta version of your choice, which you can install by simply selecting via your Updates window in the game.  Please note that "Beta" in the filename is case-sensitive.

What's new since 3.183:
(Cumulative release notes since 3.120 are here http://arcengames.com/mediawiki/index.php?title=AI_War_-_Current_Beta)

-------------------

    *  Astro trains in general (including turret trains), and also astro train stations, are now a lower priority for player ships to auto-attack. This will help somewhat with ships getting distracted by turret trains, but if ships are already latched on and firing on it, it may still be 5-10 seconds before they decide to shoot at something else, so this may not have as large an effect as some might prefer.

    * Electric shuttle shot-stagger-time increased from 12 cycles to 22, but now tracked separately for mark I, II, III, and IV. There is now a significant advantage from stacking different mark levels of electric shuttles together, rather than the previous penalty due to lack of control over which marks fired when the stagger was over.

    * Lightning turrets now use shot-stagger-time too, 12 cycles and tracked separately by mark I, II, and III (and entirely separately from electric shuttles).

    * Logistics Command Stations now no longer generate a force field, but instead halve the speed of all enemy ships on the planet (in addition to their existing bonus of speeding up allied ships; can really help when trying to catch Neinzul Younglings). The highest mark version (III) now also prevents enemy units from teleporting while they are on the planet.

    * Military command stations now have tachyon beams:
          o Mark I has 10000 range.
          o Mark II has 20000 range.
          o Mark III covers the entire planet in tachyon beams, so all enemy units that can possibly be decloaked will be.

    * Military command stations now provide a planet-wide munitions boost effect for all allied ships, mark I/II/III stations now provide 20%, 50% and 100% attack power boosts, respectively. Note that these still obey the normal munitions boosting rules for the maximum boost each ship type can receive (turrets and starships can only get about 20%, etc).

    * Fixed crash bug that could occur when killing the command station on a planet with an AI Warp Counterattack Guard Post.

    * The AI is now much less likely to send (normal) starships at the player in the first 40 minutes.

    * Added proper description to AI Core Leech Guard Post.
    * Added proper lightning-ball shot type to AI Core Electric Guard Post.
    * Corrected typo in AI Core Zenith Fortress Guard Post definition, base range from 50000 to 5000 (meaning actual range from 53000 to 8000).

    * Metal and Crystal Harvester Marks I/II/III now produce 12/14/16 instead of 12/13/14.

    * Fixed bug in the remove-ship-cap cheat that would stop a fleet ship queue when it hit the cap that wasn't supposed to be there.

    * Previously there was a bug that would overwrite the first buy-tab of a multi-tab constructor (like a starship constructor) with a pause button if it was still self-building, even though it already has a pause/play button on the top button row. Fixed to not have a pause button on the tab row.

    * Fixed a bug in the galaxy view planet-mouse-over metal/crystal income display that would count the last non-paused metal/crystal rates of a paused manufactory in the total, leading to inaccuracies if there were manufactories on the planet that had been paused since the game was last loaded.

    * Context menu auto-scout and auto-gather-knowledge options now auto-close the menu and play a sound, rather than giving no direct feedback.

    * Neinzul Bomber (and Preservation Bomber) attack power cut by 50%.

    * Neinzul Preservation Warden rate-of-building-younglings cut by 50%.

    * Fixed bug where an exo-galaxy wormhole was not providing "golem supply" if it happened to be on a nuked planet. It will now provide supply regardless of how much everything else is glowing.

    * Fixed bug where planetary summary sidebar item mouseover was displaying a controlling player name and color despite the fact that it's generally impossible for this to be a truthful representation since units from multiple players can be combined into one planetary summary sidebar item.

    * Added protective mechanism to prevent a crash when closing the game after disconnecting the original sound output device.

    * Fixed bug where a ship with a target-to-kill would not clear that target if all remaining enemy ships on the planet are killed at the same time as that target and no other targets are available. This would lead to an FRD ship converging on the target's last location and staying there until other enemies come along.

    * Fixed bug that was allowing a hive golem to keep producing wasps in low-power mode. It can still produce wasps outside supply, this is intentional.

    * Building a mark III science lab on an AI planet now attracts more hostile attention from the AI.

    * Fixed bug in auto-assist logic where repairers were not properly prioritizing lower-health-percent ships.

    * Fixed bug where AI engineers repaired broken golems (they couldn't activate them afterwards, and the golem would revert to original broken health if captured by the humans, so no big deal before).

    * Fixed bug where paralyzed ships could be put into cold storage, which would stop their de-paralyze countdown.

    * Nanoswarms can no longer target ships that are immune to reclamation.
    * Nanoswarm max-targets-affected-by-explosion from 4/7/10/13/16 to 2/4/6/8/10.
    * Nanoswarm metal/crystal cost from 15/25/50/75/100 to 10/20/30/40/50.

    * Fixed a bug where the far-zoom icon for Neinzul Youngling Cockroaches were not showing up correctly.

    * Fixed a bug where the spent metal/crystal in the Economy Stats tab was often being over-reported. This won't fix existing savegames, but should prevent the problem in new ones.

    * The knowledge cost of Neinzul Regeneration Chambers has been dropped from 3000 to 1000. Previously it was higher because the Chambers were expected to work a bit differently, but as they have turned out they needed their cost to be reduced.

    * The AI will no longer use the following ships as homogenous waves:
          o Forcefield Bearers
          o Munitions Boosters
          o Zenith Autobombs
          o Shield Boosters
          o Youngling Nanoswarms

    * The accuracy of drawing angled lines has been improved fairly substantially.

    * The way that links between planets are drawn in the galaxy map has been altered substantially:
          o Previously, supply was shown via a darker thicker line underneath the main link lines. That has been removed, and now the main lines normally draw a bit thinner, and then become thicker to denote supply.
          o The relationship between the two linked planets are now shown via the color of the line.
                + Gray lines now denote unknown relationship, or a link between two neutral planets.
                + Yellow lines now denote links between friendly and neutral planets.
                + Green lines now denote links between friendly planets.
                + Orange lines now denote links between friendly and enemy planets.
                + Red lines now denote links between enemy planets or enemy and neutral planets.

    * Fixed some longstanding ants-in-the-pants issues with AI melee and autobomb units (frequent switching between destinations).

    * Fixed bug where tractoring an AI Ship and then killing it while there was an AI regenerator (like a regen train) on the planet would cause it to properly respawn on an adjacent planet but then be snapped back to the original planet due to tractor (and often way out of range at that point). Now will properly break the tractor first.

    * Updated Transport description.

    * Transports are now always subject to the gradual-unload rule when on a hostile planet (they can still bulk-unload on a friendly planet or a neutral planet that is in-supply).
    * Transports can no longer be scrapped on a hostile planet (they can still be scrapped on a friendly or neutral planet).
    * MkII Transports gradual unload rate increased from 10/second to 20/second (mkI is still 10/second).

    * Fixed bug where Alarm Posts would not trigger when being killed, instead of having a 50% chance to trigger as they should.

    * Updated Golemite AI Type description to reflect lack of AI penalty from repaired golems.

    * Cloaker starships now prefer to cloak ships with transport capacity or buy menus over other ships. However, this preference will not let it "kick out" an ship already chosen by the starship for cloaking in order to "make room" for a transport (or whatever) that has just come into range.

    * Human-controlled attrition emitters now do not damage AI-held units that cause AI progress on death (like distribution nodes and zenith reserves).

    * Hybrid base "class" distribution changed from 47.5% Attacker / 47.5% Defender / 5% Builder to 40% Attacker / 30% Defender / 30% Builder. This should moderately reduce their early-game threat and increase their later-game threat.

    * Teleport Raider and Teleport Battlestation damage to Hybrid Facilities reduced to 20% and 40% of previous, respectively, to make it a bit harder to teleport through enemy territory and clean out all the Hybrid infrastructure.

    * Reduced overall attack power of Hybrid machine gun and laser cannon modules by roughly 20%, and significantly reduced bonuses against various ship types (particularly fighters).

    * Fixed bug that would make the estimated build time be wrong for a self-building unit that was being assisted by higher-than-mark-I engineers, due to the multipliers on those higher mark assistants.

    * Fixed a crash bug related to neinzul regeneration chambers unloading a repaired neinzul ship.

Updates in 3.185

    *  Fixed bug where some minor faction units (like the mining golem) were getting orders from the AI thread that conflicted with their proper behavior. The AI thread now no longer issues orders for those units.

    * Some players were running into cases where tractor beams were not acting for a number of seconds after enemies exited a wormhole due to throttling, so moved tractor-beam target-checking throttle into central throttle logic, made more intelligent about how much load the operations actually involve.

    * Now when a constructor is unable to complete the item at the front of its build queue due to insufficient energy, any engineers assisting it will be properly flagged as failing to assist. Assuming they were not directly ordered to assist that constructor, they will shortly start looking for other building projects they can assist (like, hopefully, a new energy reactor).

    * Fixed crash bug from 3.184 that would happen when a unit holding more than one unit in a tractor beam then died.

    * Fixed bug in 3.184 that was setting all the "counter shooter radius" of all tractor beams, forcefields, gravitational turrets, and cloaking boosters to 0. In some cases these abilities were still working (albeit more slowly) but in others like the grav turrets they were not working at all. This was also preventing these units from drawing their proper area during placement, etc.

Updates in 3.186

    *  Previously when placing a construction template with cloaked enemy ships obstructing one of the placements, that placement would be randomly bounced away to some place that did fit. It will now simply not build that placement.

    * Tugs are now much less likely to stop hauling a ship just inside MRS repair range (which can be quite a ways off), and instead get closer to the MRS before releasing the towed ship in order to make the repairees easier to defend.

    * "Mines" have now become "minefields." The following changes now apply to all mines, including regular, EMP, and Area mines.
          o The max health of mines is now 8x higher, as is their regen rate.
          o The metal and crystal costs of mines are now 6x higher.
          o The ship caps on mines are now 4x lower.
          o Minefields are now 16x larger than the older mines used to be (256x256 instead of 64x64).
          o The damage dealt by an individual minefield is now 3x what it was before, and is now shown in the tooltip.
          o Minefields now take 3x longer to build.
    * These changes will affect existing savegames, but human players may still have a large number of mines in play that will suddenly look all overlapped and be way above the ship cap for the player. Once these mines are exploded, they won't rebuild if the player would be over ship cap. It's a bit of an advantage to mine-loving players who upgrade older savegames; the mines can simply be scrapped to counteract this.

    * Individual ships are now only able to hit any minefield once per second. So, for example, if Ship A hits minefield 1, and if it survives that hit, it then has 1 second of immunity to pass by minefields 1, 2, 3, etc. If it moves so slowly that it is still touching minefield 1 after a second has passed (and minefield 1 and Ship A are both still alive), then Ship A will hit minefield 1 again. This would also happen if a ship was tractored or paralyzed on top of a minefield -- it would keep getting hit once per second until either the minefield or the ship was exhausted.
          o This is PER SHIP only. So if Ship A hits minefield 1 and gains immunity, that doesn't matter for Ships B or C, which could also hit minefield 1 on that exact same instant.
          o This also does not apply to area effects. So if Ship A hits minefield 1, and minefield one does area damage or paralysis to Ships B, C, and D, then B, C, and D still can hit minefield 1 or other minefields. In fact, Ship B could collide with minefield one, damaging itself and doing area damage to Ships A, C, and D.

    * Mines are no longer all-or-nothing damage, now that they are minefields. If their damage would overkill the ship that hits them, they now only deal the actual damage that would kill the triggering ship. This in turn reduces the amount of damage taken by the minefield itself, and if there is an area damage effect, it also reduces how much area damage is taken by the other nearby enemy ships.

    * Fixed an occasional crash bug in 3.185 relating to waves being generated.

    * On difficulty 5 and up, the AI will now build nests of sniper turrets every so often (like the spider turret nests, except larger).
          o The random occasional sniper turrets are still seeded as normal, because these have some desirable effects such as "pinging" larger ships every so often in order to prevent their healing, as well as knocking off tachyon-revealed scouts, and similar.
          o These will be seeded into existing savegames.

    * On difficulty 7 and up, the AI will now build occasional gravitational turrets of varying marks. These will be seeded into existing savegames.

    * Only the Mark V AI guard posts are now immune to snipers, EMPs, nuclear explosions, and being insta-killed. Previously, it was Mark IV and up.

    * Wormhole guard posts now have 20 million health instead of 2 billion, which means that they can be killed after being stunned via an EMP, but they take a lot of firepower to do so.

    * Special Forces Guard Posts now have 4 million health instead of 400k. Their attack range has been reduced from 1500 to 1000.
« Last Edit: August 20, 2010, 01:10:01 PM by x4000 »
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Offline x4000

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My narrative explanation: http://arcengames.blogspot.com/2010/08/ai-war-prerelease-3184-cmd-stations.html

Copied:

This release is basically dozens of little tweaks and bugfixes, rather than any particularly huge new features.  However, that said, some of these smaller effects will have a pretty enormous effect on advanced play (as with most small tweaks in any strategy game).

The first of these is the new buffs to the Military and Logistics command stations.  Those command stations are relatively new anyway, but players were complaining that in most cases there was not enough incentive to use them.  Well, we listened, and these now have substantially larger bonuses associated with them that cannot be achieved via any other mechanism at the players' disposal.

The second notable change is to transports, which have been nerfed.  A lot of advanced players were using transports as a way to do flash raids against the AI by pulling the transport up to reinforced enemy targets and then "blowing the walls out" (scrapping the transport) to dump all their forces out at once.  This patch puts a stop to that, evening back out the playing field, while still leaving the utility of transports intact for bypassing overpowering wormhole defenses and... for transporting.

The third notable change is to the display of the galaxy map (pictured right).  The lines between planets are now colorized based on the relationships of the planets (friendly to friendly = green, friendly to neutral = yellow, friendly to enemy = orange, enemy to enemy = red).  This makes it vastly easier to at-a-glance parse the visuals of what is going on in any given galaxy, and to keep track of all your planets.  It's also a lot easier to quickly see when a planet is lost.  The effects of Supply are also now easier to see, as they are denoted by line thickness (thicker lines mean human supply) rather than with a faint underline below the regular lines.

The fourth notable change is to how the AI uses "support ships," specifically forcefield bearers, munitions boosters, zenith autobombs, shield boosters, and neinzul youngling nanoswarms.  All of these ships work best in concert with other ships, so it was always an easy wave to just ignore when these would come in as a homogeneous wave to human planets.  The AI now only seeds these into existing waves, to make those waves more powerful, rather than using them as standalone waves.

Beyond that, there are a bunch of other more minor tweaks, and a lot of minor-to-notable bugfixes.  Enjoy!
« Last Edit: August 19, 2010, 09:04:10 PM by x4000 »
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Offline superking

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Quote
* The AI will no longer use the following ships as homogenous waves:
          o Forcefield Bearers
          o Munitions Boosters
          o Zenith Autobombs
          o Shield Boosters
          o Youngling Nanoswarms

finally ;D

how do allied-with-human enclave ships work? I have had two that both spawned in my territory then headed off onto an AI planet. this was all good and well (although it would be better if it waiting to build up full compliment before attacking like this), but upon reaching the enemy world and being bombarded it responded by retreating.. onto another world held by the AI (where it released a viral swarmer group that killed all my cryogens, again, but I digress). If forced to retreat, it would make alot more sense for enclaves to specifically retreat to friendly worlds- the 'random wormhole retreat' ensures they are of little effect atm.

Offline Trezamere

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Didn't get to say this in the last thread, not sure if it was talked about or not either.  I'm not 100% where yall want to go with warheads and I may be the vocal minority but what pertained to the last thread, I think making (normal, not home) guard posts immune to nuclear explosions is a bad idea.  The way I see warheads is yall want to have them be very powerful but very costly (in the form of AIP currently); but the problem I see is some (Ok most) of them aren't both.  

Start from the top and work down I guess, Nuclear Warheads have a ridiculous 50 AIP cost (the MK II and MK III are pretty much unusable) which would be fine if half of the units in the game weren't immune to nuclear explosions.  I can understand the reasoning for Homeworld units/structures, but for them to even be considered using they need to be more useful or drop in AIP and adding a bunch of new structures that are also immune to nukes is the complete opposite direction to go (especially after the gratefully lowered planet caps).  

Then there are the Armored Warheads which are arguably even more useless.  Starting with a base cost of 20 AIP (or was it 10 now?  I can't remember either way) for a glorified Lightning Warhead.  I have never had issues with Lightning Warheads reaching their destination so the only use I can imagine for an Armored Warhead is if you're trying to send it through 4 or 5 consecutive MK IV planets, which then asks the question why on earth are you sending warheads through that many planets?  I think they need to be lowered in AIP cost and increased in material cost or given something that makes them unique to lightning warheads, like a much larger explosion area for starters (and off the top of my head).

Lightning Warheads are in a perfect spot and how the rest of the Warheads need to be modeled, it has a great balance of cost/impact so it's something you use and give thought to using, if not necessarily frequently; which I think is the intent for Warheads in general?

The Tachyon Warheads just shouldn't have an AIP cost at all, if anything increase their material cost significantly.  I couldn't ever see a reason to use any MK of them, it's just not even remotely worth an AIP cost.

The EMP Warheads might be fine, I don't remember I think its like 1/2/3 AIP?  I haven't looked at them recently.


And not to be all doom and gloom, I think the Command Station changes are awesome, especially the Logistical.  AND the colored map changes, somehow I missed that, might be my favorite change.
« Last Edit: August 19, 2010, 09:52:19 PM by Trezamere »

Offline snrub_guy

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This update is outstanding. It fixes pretty much all my problems in one fell swoop. I especially like the lightening turret changes. I should now be able to let neizul waves hit without micro! Thanks!

Offline keith.lamothe

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Glad y'all like it :)
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Offline Kjara

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Do tachyon warheads still let you kill the guardposts sitting at worm holes or was that emp only(or does that still happen with the latest guard post changes?)

Edit: on that note, I agree making non-core guard posts emp and especially nuke immune is a bit silly.
Edit2: I see that its mainly the mark IV's that have this, that might be ok, but dunno.

Btw, unexplored planets seem to be treated as neutral, so you get yellow between a homeworld and a unexplored, red between an enemy and an unexplored, etc.  Not unreasonable, but it isn't clear from the desc above.
« Last Edit: August 20, 2010, 12:05:55 AM by kjara »

Offline keith.lamothe

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Tachyons still shift the wormhole guard posts from full to partial cloak so you can shoot at them... but the things have 2,000,000,000 health (at least that's what the unit definition logic says), so it might take a moment ;)
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Offline Spikey00

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H-how did Chris format that picture to be on the right on a forum!?

Nice work on the command station diversification!  Definitely more worth it to check out.
I'd take a sea worm any time over a hundred emotionless spinning carriers.
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Offline wyvern83

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The new Galaxy Map blows me away, the colors really do help. Hopefully this will also make player screen-shots of their galaxy maps equally accessible as I find that if isn't one of my own its hard to read them. This was a great improvement.

I also think the new variant command post bonuses will be interesting to use. A mk3 Military post would have been very handy in my last game for its planet-wide tachyon emitter. I had a black-hole generator in a key hub world as my only front world, however I would regularly have 100-200 eyebots lurking somewhere in the system and the counter-spy I made there did nothing to get rid of them. The speed reduction on enemy ships for the Logistics post is also very appealing.

Offline Spikey00

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  • And he sayeth to sea worm, thou shalt wriggle
I don't believe cloaked units on a planet with a counter-spy can decloak and attack, but all the same annoying.
I'd take a sea worm any time over a hundred emotionless spinning carriers.
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Offline wyvern83

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For Eyebots it's business as usual even with a Counter-Spy present because of their immunity to insta-kill and/or sniper shots. You'd have to expose or destroy them though other means which til the new mk3 Military Post was a choice between either costly or futile.

In the end, waiting for them to decloak and try to destroy something was the only acceptable alternative. Once they did, it was easy to get rid of them. They weren't a threat but as you said, annoying all the same.


Offline Ozymandiaz

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Another epic update.

I attacked a counter attack guardpost (before the command center). But I did not notice any wave comming along. Is the wave announced?
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Offline Mánagarmr

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Am I mistaken or were the "three different human outposts" idea scrapped? Every single game I have started have been the one with Human Cryopods and Suvivor cities.
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Offline keith.lamothe

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FYI, everyone, this update has one of those Keith-went-brain-dead crash bugs.  I've already fixed it for 3.185 but in 3.184 if an object tractoring multiple other objects (perhaps just one) dies, it will likely crash.
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